static BurstLoader()
        {
            // This can be setup to get more diagnostics
            var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");

            IsDebugging = debuggingStr != null;
            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
                int debuggingLevel;
                int.TryParse(debuggingStr, out debuggingLevel);
                if (debuggingLevel <= 0)
                {
                    debuggingLevel = 1;
                }
                DebuggingLevel = debuggingLevel;
            }

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
            }

            BurstEditorOptions.EnsureSynchronized();

            if (DebuggingLevel > 2)
            {
                UnityEngine.Debug.Log("Burst - Domain Reload");
            }

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMember);

            EditorApplication.quitting += BurstCompiler.Shutdown;

            CompilationPipeline.assemblyCompilationStarted  += OnAssemblyCompilationStarted;
            CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
            EditorApplication.playModeStateChanged          += EditorApplicationOnPlayModeStateChanged;
        }
示例#2
0
        static BurstLoader()
        {
            // Un-comment the following to log compilation steps to log.txt in the .Runtime folder
            // Environment.SetEnvironmentVariable("UNITY_BURST_DEBUG", "1");

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            BurstEditorOptions.EnsureSynchronized();

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMember);
        }
示例#3
0
        static BurstLoader()
        {
            // This can be setup to get more diagnostics
            IsDebugging = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG") != null;

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            BurstEditorOptions.EnsureSynchronized();

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMember);

            EditorApplication.quitting += BurstCompiler.Shutdown;
        }
        public void OnGUI()
        {
            if (!_initialized)
            {
                GUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                GUILayout.BeginVertical();
                GUILayout.FlexibleSpace();
                GUILayout.Label("Loading...");
                GUILayout.FlexibleSpace();
                GUILayout.EndVertical();
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
                return;
            }

            // Make sure that editor options are synchronized
            BurstEditorOptions.EnsureSynchronized();

            if (_fontSizesText == null)
            {
                _fontSizesText = new string[FontSizes.Length];
                for (var i = 0; i < FontSizes.Length; ++i)
                {
                    _fontSizesText[i] = FontSizes[i].ToString();
                }
            }

            if (_fontSizeIndex == -1)
            {
                _fontSizeIndex = EditorPrefs.GetInt(FontSizeIndexPref, 5);
                _fontSizeIndex = Math.Max(0, _fontSizeIndex);
                _fontSizeIndex = Math.Min(_fontSizeIndex, FontSizes.Length - 1);
            }

            if (_fixedFontStyle == null)
            {
                _fixedFontStyle = new GUIStyle(GUI.skin.label);
                string fontName;
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    fontName = "Consolas";
                }
                else
                {
                    fontName = "Courier";
                }

                CleanupFont();

                _font = Font.CreateDynamicFontFromOSFont(fontName, FontSize);
                _fixedFontStyle.font     = _font;
                _fixedFontStyle.fontSize = FontSize;
            }

            if (_searchField == null)
            {
                _searchField = new SearchField();
            }

            if (_textArea == null)
            {
                _textArea = new LongTextArea();
            }

            GUILayout.BeginHorizontal();

            // SplitterGUILayout.BeginHorizontalSplit is internal in Unity but we don't have much choice
            SplitterGUILayout.BeginHorizontalSplit(TreeViewSplitterState);

            GUILayout.BeginVertical(GUILayout.Width(position.width / 3));

            GUILayout.Label("Compile Targets", EditorStyles.boldLabel);

            var newFilter = _searchField.OnGUI(_treeView.Filter);

            if (newFilter != _treeView.Filter)
            {
                _treeView.Filter = newFilter;
                _treeView.Reload();
            }

            _treeView.OnGUI(GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true)));

            GUILayout.EndVertical();

            GUILayout.BeginVertical();

            var selection = _treeView.GetSelection();

            if (selection.Count == 1)
            {
                var targetIndex   = selection[0];
                var target        = _targets[targetIndex - 1];
                var targetOptions = target.Options;

                // Stash selected item name to handle domain reloads more gracefully
                _selectedItem = target.GetDisplayName();

                if (_assemblyKind == -1)
                {
                    if (_enhancedDisassembly)
                    {
                        _assemblyKind = (int)AssemblyKind.ColouredMinimalDebugInformation;
                    }
                    else
                    {
                        _assemblyKind = (int)AssemblyKind.RawNoDebugInformation;
                    }
                }

                // Refresh if any options are changed
                bool doCopy;
                int  fontSize;
                // -14 to add a little bit of space for the vertical scrollbar to display correctly
                RenderButtonBars((position.width * 2) / 3 - 14, target, out doCopy, out fontSize);

                // We are currently formatting only Asm output
                var isTextFormatted = IsEnhanced((AssemblyKind)_assemblyKind) && _disasmKind == DisassemblyKind.Asm;

                // Depending if we are formatted or not, we don't render the same text
                var textToRender = isTextFormatted ? target.FormattedDisassembly : target.RawDisassembly;

                // Only refresh if we are switching to a new selection that hasn't been disassembled yet
                // Or we are changing disassembly settings (safety checks / enhanced disassembly)
                var targetRefresh = textToRender == null ||
                                    target.DisassemblyKind != _disasmKind ||
                                    targetOptions.EnableBurstSafetyChecks != _safetyChecks ||
                                    target.TargetCpu != _targetCpu ||
                                    target.IsDarkMode != EditorGUIUtility.isProSkin;

                bool targetChanged = _previousTargetIndex != targetIndex;

                _previousTargetIndex = targetIndex;

                if (_assemblyKindPrior != _assemblyKind)
                {
                    targetRefresh      = true;
                    _assemblyKindPrior = _assemblyKind;     // Needs to be refreshed, as we need to change disassembly options

                    // If the target did not changed but our assembly kind did, we need to remember this.
                    if (!targetChanged)
                    {
                        _sameTargetButDifferentAssemblyKind = true;
                    }
                }

                // If the previous target changed the assembly kind and we have a target change, we need to
                // refresh the assembly because we'll have cached the previous assembly kinds output rather
                // than the one requested.
                if (_sameTargetButDifferentAssemblyKind && targetChanged)
                {
                    targetRefresh = true;
                    _sameTargetButDifferentAssemblyKind = false;
                }

                if (targetRefresh)
                {
                    // TODO: refactor this code with a proper AppendOption to avoid these "\n"
                    var options = new StringBuilder();

                    target.TargetCpu       = _targetCpu;
                    target.DisassemblyKind = _disasmKind;
                    targetOptions.EnableBurstSafetyChecks = _safetyChecks;
                    target.IsDarkMode = EditorGUIUtility.isProSkin;
                    targetOptions.EnableBurstCompileSynchronously = true;

                    string defaultOptions;
                    if (targetOptions.TryGetOptions(target.IsStaticMethod ? (MemberInfo)target.Method : target.JobType, true, out defaultOptions))
                    {
                        options.Append(defaultOptions);

                        options.AppendFormat("\n" + BurstCompilerOptions.GetOption(BurstCompilerOptions.OptionTarget, TargetCpuNames[(int)_targetCpu]));

                        switch ((AssemblyKind)_assemblyKind)
                        {
                        case AssemblyKind.EnhancedMinimalDebugInformation:
                        case AssemblyKind.ColouredMinimalDebugInformation:
                            options.AppendFormat("\n" + BurstCompilerOptions.GetOption(BurstCompilerOptions.OptionDebug, "2"));
                            break;

                        case AssemblyKind.ColouredFullDebugInformation:
                        case AssemblyKind.EnhancedFullDebugInformation:
                        case AssemblyKind.RawWithDebugInformation:
                            options.AppendFormat("\n" + BurstCompilerOptions.GetOption(BurstCompilerOptions.OptionDebug, "1"));
                            break;

                        default:
                        case AssemblyKind.RawNoDebugInformation:
                            break;
                        }

                        var baseOptions = options.ToString().Trim('\n', ' ');

                        target.RawDisassembly = GetDisassembly(target.Method, baseOptions + DisasmOptions[(int)_disasmKind]);

                        if (isTextFormatted)
                        {
                            target.FormattedDisassembly = _burstDisassembler.Process(target.RawDisassembly, FetchAsmKind(_targetCpu), target.IsDarkMode, IsColoured((AssemblyKind)_assemblyKind));
                            textToRender = target.FormattedDisassembly;
                        }
                        else
                        {
                            target.FormattedDisassembly = null;
                            textToRender = target.RawDisassembly;
                        }
                    }
                }

                if (textToRender != null)
                {
                    _textArea.Text = textToRender;
                    if (targetChanged)
                    {
                        _scrollPos = Vector2.zero;
                    }
                    _scrollPos = GUILayout.BeginScrollView(_scrollPos, true, true);
                    _textArea.Render(_fixedFontStyle);
                    GUILayout.EndScrollView();
                }

                if (doCopy)
                {
                    // When copying to the clipboard, we copy the version the user sees
                    EditorGUIUtility.systemCopyBuffer = textToRender ?? string.Empty;
                }

                if (fontSize != _fontSizeIndex)
                {
                    _fontSizeIndex = fontSize;
                    EditorPrefs.SetInt(FontSizeIndexPref, fontSize);
                    _fixedFontStyle = null;
                }
            }

            GUILayout.EndVertical();

            SplitterGUILayout.EndHorizontalSplit();

            GUILayout.EndHorizontal();
        }
示例#5
0
        public void OnGUI()
        {
            // Make sure that editor options are synchronized
            BurstEditorOptions.EnsureSynchronized();

            if (_targets == null)
            {
                _targets = BurstReflection.FindExecuteMethods(AssembliesType.Editor);
                foreach (var target in _targets)
                {
                    // Enable burst compilation by default (override globals for the inspector)
                    // This is not working as expected. This changes indirectly the global options while it shouldn't
                    // Unable to explain how it can happen
                    // so for now, if global enable burst compilation is disabled, then inspector is too
                    //target.Options.EnableBurstCompilation = true;
                }

                // Order targets per name
                _targets.Sort((left, right) => string.Compare(left.GetDisplayName(), right.GetDisplayName(), StringComparison.Ordinal));

                _treeView.Targets = _targets;
                _treeView.Reload();

                if (_selectedItem != null)
                {
                    _treeView.TrySelectByDisplayName(_selectedItem);
                }
            }

            if (_fontSizesText == null)
            {
                _fontSizesText = new string[FontSizes.Length];
                for (var i = 0; i < FontSizes.Length; ++i)
                {
                    _fontSizesText[i] = FontSizes[i].ToString();
                }
            }

            if (_fontSizeIndex == -1)
            {
                _fontSizeIndex = EditorPrefs.GetInt(FontSizeIndexPref, 5);
                _fontSizeIndex = Math.Max(0, _fontSizeIndex);
                _fontSizeIndex = Math.Min(_fontSizeIndex, FontSizes.Length - 1);
            }

            if (_fixedFontStyle == null)
            {
                _fixedFontStyle = new GUIStyle(GUI.skin.label);
                string fontName;
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    fontName = "Consolas";
                }
                else
                {
                    fontName = "Courier";
                }

                CleanupFont();

                _font = Font.CreateDynamicFontFromOSFont(fontName, FontSize);
                _fixedFontStyle.font     = _font;
                _fixedFontStyle.fontSize = FontSize;
            }

            if (_searchField == null)
            {
                _searchField = new SearchField();
            }

            if (_textArea == null)
            {
                _textArea = new LongTextArea();
            }

            GUILayout.BeginHorizontal();

            GUILayout.BeginVertical(GUILayout.Width(position.width / 3));

            GUILayout.Label("Compile Targets", EditorStyles.boldLabel);

            var newFilter = _searchField.OnGUI(_treeView.Filter);

            if (newFilter != _treeView.Filter)
            {
                _treeView.Filter = newFilter;
                _treeView.Reload();
            }

            _treeView.OnGUI(GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none, GUILayout.ExpandHeight(true),
                                                     GUILayout.ExpandWidth(true)));

            GUILayout.EndVertical();

            GUILayout.BeginVertical();

            var selection = _treeView.GetSelection();

            if (selection.Count == 1)
            {
                var id     = selection[0];
                var target = _targets[id - 1];
                // Stash selected item name to handle domain reloads more gracefully
                _selectedItem = target.GetDisplayName();

                bool doRefresh = false;
                bool doCopy    = false;
                int  fsi       = _fontSizeIndex;

                RenderButtonBars((position.width * 2) / 3, target, out doRefresh, out doCopy, out fsi);

                var disasm = target.Disassembly != null ? target.Disassembly[(int)_disasmKind] : null;


                var methodOptions = target.Options.Clone();

                if (doRefresh)
                {
                    // TODO: refactor this code with a proper AppendOption to avoid these "\n"
                    var options = new StringBuilder();

                    methodOptions.EnableBurstSafetyChecks = _safetyChecks;
                    methodOptions.EnableEnhancedAssembly  = _enhancedDisassembly;
                    methodOptions.DisableOptimizations    = !_optimizations;
                    methodOptions.EnableFastMath          = _fastMath;
                    // force synchronouze compilation for the inspector
                    methodOptions.EnableBurstCompileSynchronously = true;

                    string defaultOptions;
                    bool   debug; // We still show disassembly even if method has [BurstCompile(Debug = true)]
                    if (methodOptions.TryGetOptions(target.IsStaticMethod ? (MemberInfo)target.Method : target.JobType, true, out defaultOptions, out debug))
                    {
                        options.Append(defaultOptions);

                        options.AppendFormat("\n" + BurstCompilerOptions.GetOption(BurstCompilerOptions.OptionTarget, CodeGenOptions[_codeGenOptions]));

                        var baseOptions = options.ToString().Trim('\n', ' ');

                        target.Disassembly = new string[DisasmOptions.Length];

                        for (var i = 0; i < DisasmOptions.Length; ++i)
                        {
                            target.Disassembly[i] = GetDisassembly(target.Method, baseOptions + DisasmOptions[i]);
                        }

                        if (_enhancedDisassembly && (int)DisassemblyKind.Asm < target.Disassembly.Length)
                        {
                            var processor = new BurstDisassembler();
                            target.Disassembly[(int)DisassemblyKind.Asm] = processor.Process(target.Disassembly[(int)DisassemblyKind.Asm]);
                        }

                        disasm = target.Disassembly[(int)_disasmKind];
                    }
                }

                if (disasm != null)
                {
                    _textArea.Text = disasm;
                    _scrollPos     = GUILayout.BeginScrollView(_scrollPos);
                    _textArea.Render(_fixedFontStyle);
                    GUILayout.EndScrollView();
                }

                if (doCopy)
                {
                    EditorGUIUtility.systemCopyBuffer = disasm == null ? "" : disasm;
                }

                if (fsi != _fontSizeIndex)
                {
                    _fontSizeIndex = fsi;
                    EditorPrefs.SetInt(FontSizeIndexPref, fsi);
                    _fixedFontStyle = null;
                }
            }

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();
        }
示例#6
0
        static BurstLoader()
        {
            if (BurstCompilerOptions.ForceDisableBurstCompilation)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Burst is disabled entirely from the command line");
                return;
            }

            // This can be setup to get more diagnostics
            var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");

            IsDebugging = debuggingStr != null;
            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
                int debuggingLevel;
                int.TryParse(debuggingStr, out debuggingLevel);
                if (debuggingLevel <= 0)
                {
                    debuggingLevel = 1;
                }
                DebuggingLevel = debuggingLevel;
            }

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
            }

            BurstEditorOptions.EnsureSynchronized();

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMemberDelegate);

            EditorApplication.quitting += BurstCompiler.Shutdown;

            CompilationPipeline.assemblyCompilationStarted  += OnAssemblyCompilationStarted;
            CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
            EditorApplication.playModeStateChanged          += EditorApplicationOnPlayModeStateChanged;

            VersionUpdateCheck();

            // Workaround to update the list of assembly folders as soon as possible
            // in order for the JitCompilerService to not fail with AssemblyResolveExceptions.
            try
            {
                var assemblyList    = BurstReflection.GetAssemblyList(AssembliesType.Editor);
                var assemblyFolders = new HashSet <string>();
                foreach (var assembly in assemblyList)
                {
                    try
                    {
                        var fullPath       = Path.GetFullPath(assembly.Location);
                        var assemblyFolder = Path.GetDirectoryName(fullPath);
                        if (!string.IsNullOrEmpty(assemblyFolder))
                        {
                            assemblyFolders.Add(assemblyFolder);
                        }
                    }
                    catch
                    {
                        // ignore
                    }
                }

                // Notify the compiler
                var assemblyFolderList = assemblyFolders.ToList();
                if (IsDebugging)
                {
                    UnityEngine.Debug.Log($"Burst - Change of list of assembly folders:\n{string.Join("\n", assemblyFolderList)}");
                }
                BurstCompiler.UpdateAssemblerFolders(assemblyFolderList);
            }
            catch
            {
                // ignore
            }

            // Notify the compiler about a domain reload
            if (IsDebugging)
            {
                UnityEngine.Debug.Log("Burst - Domain Reload");
            }

            // Notify the JitCompilerService about a domain reload
            BurstCompiler.DomainReload();

            // Make sure that the X86 CSR function pointers are compiled
            Intrinsics.X86.CompileManagedCsrAccessors();

            // Make sure BurstRuntime is initialized
            BurstRuntime.Initialize();
        }
示例#7
0
        public void OnGUI()
        {
            // Make sure that editor options are synchronized
            BurstEditorOptions.EnsureSynchronized();

            if (_targets == null)
            {
                _targets = BurstReflection.FindExecuteMethods(AssembliesType.Editor);
                foreach (var target in _targets)
                {
                    // Enable burst compilation by default (override globals for the inspector)
                    // This is not working as expected. This changes indirectly the global options while it shouldn't
                    // Unable to explain how it can happen
                    // so for now, if global enable burst compilation is disabled, then inspector is too
                    //target.Options.EnableBurstCompilation = true;
                }

                // Order targets per name
                _targets.Sort((left, right) => string.Compare(left.GetDisplayName(), right.GetDisplayName(), StringComparison.Ordinal));

                _treeView.Targets = _targets;
                _treeView.Reload();

                if (_selectedItem != null)
                {
                    _treeView.TrySelectByDisplayName(_selectedItem);
                }
            }

            if (_fontSizesText == null)
            {
                _fontSizesText = new string[FontSizes.Length];
                for (var i = 0; i < FontSizes.Length; ++i)
                {
                    _fontSizesText[i] = FontSizes[i].ToString();
                }
            }

            if (_fontSizeIndex == -1)
            {
                _fontSizeIndex = EditorPrefs.GetInt(FontSizeIndexPref, 5);
                _fontSizeIndex = Math.Max(0, _fontSizeIndex);
                _fontSizeIndex = Math.Min(_fontSizeIndex, FontSizes.Length - 1);
            }

            if (_fixedFontStyle == null)
            {
                _fixedFontStyle = new GUIStyle(GUI.skin.label);
                string fontName;
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    fontName = "Consolas";
                }
                else
                {
                    fontName = "Courier";
                }

                CleanupFont();

                _font = Font.CreateDynamicFontFromOSFont(fontName, FontSize);
                _fixedFontStyle.font     = _font;
                _fixedFontStyle.fontSize = FontSize;
            }

            if (_searchField == null)
            {
                _searchField = new SearchField();
            }

            if (_textArea == null)
            {
                _textArea = new LongTextArea();
            }

            GUILayout.BeginHorizontal();

            // SplitterGUILayout.BeginHorizontalSplit is internal in Unity but we don't have much choice
            SplitterGUILayout.BeginHorizontalSplit(TreeViewSplitterState);

            GUILayout.BeginVertical(GUILayout.Width(position.width / 3));

            GUILayout.Label("Compile Targets", EditorStyles.boldLabel);

            var newFilter = _searchField.OnGUI(_treeView.Filter);

            if (newFilter != _treeView.Filter)
            {
                _treeView.Filter = newFilter;
                _treeView.Reload();
            }

            _treeView.OnGUI(GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true)));

            GUILayout.EndVertical();

            GUILayout.BeginVertical();

            var selection = _treeView.GetSelection();

            if (selection.Count == 1)
            {
                var targetIndex   = selection[0];
                var target        = _targets[targetIndex - 1];
                var targetOptions = target.Options;

                // Stash selected item name to handle domain reloads more gracefully
                _selectedItem = target.GetDisplayName();

                // Refresh if any options are changed
                bool doCopy;
                int  fontSize;
                // -14 to add a little bit of space for the vertical scrollbar to display correctly
                RenderButtonBars((position.width * 2) / 3 - 14, target, out doCopy, out fontSize);

                // We are currently formatting only Asm output
                var isTextFormatted = _enhancedDisassembly && _disasmKind == DisassemblyKind.Asm;

                // Depending if we are formatted or not, we don't render the same text
                var textToRender = isTextFormatted ? target.FormattedDisassembly : target.RawDisassembly;

                // Only refresh if we are switching to a new selection that hasn't been disassembled yet
                // Or we are changing disassembly settings (safety checks / enhanced disassembly)
                var targetRefresh = textToRender == null ||
                                    target.DisassemblyKind != _disasmKind ||
                                    targetOptions.EnableBurstSafetyChecks != _safetyChecks ||
                                    target.TargetCpu != _targetCpu ||
                                    target.IsDarkMode != EditorGUIUtility.isProSkin;

                bool targetChanged = _previousTargetIndex != targetIndex;

                _previousTargetIndex = targetIndex;

                if (targetRefresh)
                {
                    // TODO: refactor this code with a proper AppendOption to avoid these "\n"
                    var options = new StringBuilder();

                    target.TargetCpu       = _targetCpu;
                    target.DisassemblyKind = _disasmKind;
                    targetOptions.EnableBurstSafetyChecks = _safetyChecks;
                    target.IsDarkMode = EditorGUIUtility.isProSkin;
                    targetOptions.EnableBurstCompileSynchronously = true;

                    string defaultOptions;
                    if (targetOptions.TryGetOptions(target.IsStaticMethod ? (MemberInfo)target.Method : target.JobType, true, out defaultOptions))
                    {
                        options.Append(defaultOptions);

                        options.AppendFormat("\n" + BurstCompilerOptions.GetOption(BurstCompilerOptions.OptionTarget, TargetCpuNames[(int)_targetCpu]));

                        options.AppendFormat("\n" + BurstCompilerOptions.GetOption(BurstCompilerOptions.OptionDebug));

                        var baseOptions = options.ToString().Trim('\n', ' ');

                        target.RawDisassembly = GetDisassembly(target.Method, baseOptions + DisasmOptions[(int)_disasmKind]);

                        if (isTextFormatted)
                        {
                            // Store the formatted version
                            target.FormattedDisassembly = _burstDisassembler.Process(target.RawDisassembly, IsIntel(_targetCpu) ? BurstDisassembler.AsmKind.Intel : BurstDisassembler.AsmKind.ARM, target.IsDarkMode);
                            textToRender = target.FormattedDisassembly;
                        }
                        else
                        {
                            target.FormattedDisassembly = null;
                            textToRender = target.RawDisassembly;
                        }
                    }
                }

                if (textToRender != null)
                {
                    _textArea.Text = textToRender;
                    if (targetChanged)
                    {
                        _scrollPos = Vector2.zero;
                    }
                    _scrollPos = GUILayout.BeginScrollView(_scrollPos, true, true);
                    _textArea.Render(_fixedFontStyle);
                    GUILayout.EndScrollView();
                }

                if (doCopy)
                {
                    // When copying to the clipboard, we copy the non-formatted version
                    EditorGUIUtility.systemCopyBuffer = target.RawDisassembly ?? string.Empty;
                }

                if (fontSize != _fontSizeIndex)
                {
                    _fontSizeIndex = fontSize;
                    EditorPrefs.SetInt(FontSizeIndexPref, fontSize);
                    _fixedFontStyle = null;
                }
            }

            GUILayout.EndVertical();

            SplitterGUILayout.EndHorizontalSplit();

            GUILayout.EndHorizontal();
        }
示例#8
0
        static BurstLoader()
        {
            if (BurstCompilerOptions.ForceDisableBurstCompilation)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Burst is disabled entirely from the command line");
                return;
            }

            // This can be setup to get more diagnostics
            var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");

            IsDebugging = debuggingStr != null;
            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
                int debuggingLevel;
                int.TryParse(debuggingStr, out debuggingLevel);
                if (debuggingLevel <= 0)
                {
                    debuggingLevel = 1;
                }
                DebuggingLevel = debuggingLevel;
            }

            // Try to load the runtime through an environment variable
            if (!UnityBurstRuntimePathOverwritten(out var path))
            {
                // Otherwise try to load it from the package itself
                path = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            RuntimePath = path;

            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
            }

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMemberDelegate);

            // It's important that this call comes *after* BurstCompilerService.Initialize,
            // otherwise any calls from within EnsureSynchronized to BurstCompilerService,
            // such as BurstCompiler.Disable(), will silently fail.
            BurstEditorOptions.EnsureSynchronized();

            EditorApplication.quitting += OnEditorApplicationQuitting;

#if UNITY_2019_1_OR_NEWER
            CompilationPipeline.compilationStarted += OnCompilationStarted;
#endif

            CompilationPipeline.assemblyCompilationStarted  += OnAssemblyCompilationStarted;
            CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
            EditorApplication.playModeStateChanged          += EditorApplicationOnPlayModeStateChanged;
            AppDomain.CurrentDomain.DomainUnload            += OnDomainUnload;

            VersionUpdateCheck();

            BurstReflection.EnsureInitialized();

#if !UNITY_2019_3_OR_NEWER
            // Workaround to update the list of assembly folders as soon as possible
            // in order for the JitCompilerService to not fail with AssemblyResolveExceptions.
            // This workaround is only necessary for editors prior to 2019.3 (i.e. 2018.4),
            // because 2019.3+ include a fix on the Unity side.
            try
            {
                var assemblyList    = BurstReflection.AllEditorAssemblies;
                var assemblyFolders = new HashSet <string>();
                foreach (var assembly in assemblyList)
                {
                    try
                    {
                        var fullPath       = Path.GetFullPath(assembly.Location);
                        var assemblyFolder = Path.GetDirectoryName(fullPath);
                        if (!string.IsNullOrEmpty(assemblyFolder))
                        {
                            assemblyFolders.Add(assemblyFolder);
                        }
                    }
                    catch
                    {
                        // ignore
                    }
                }

                // Notify the compiler
                var assemblyFolderList = assemblyFolders.ToList();
                if (IsDebugging)
                {
                    UnityEngine.Debug.Log($"Burst - Change of list of assembly folders:\n{string.Join("\n", assemblyFolderList)}");
                }
                BurstCompiler.UpdateAssemblerFolders(assemblyFolderList);
            }
            catch
            {
                // ignore
            }
#endif

            // Notify the compiler about a domain reload
            if (IsDebugging)
            {
                UnityEngine.Debug.Log("Burst - Domain Reload");
            }

            // Notify the JitCompilerService about a domain reload
            BurstCompiler.DomainReload();

#if UNITY_2020_1_OR_NEWER
            BurstCompiler.OnProgress += OnProgress;
            BurstCompiler.SetProgressCallback();
#endif

#if !BURST_INTERNAL && !UNITY_DOTSPLAYER
            // Make sure that the X86 CSR function pointers are compiled
            Intrinsics.X86.CompileManagedCsrAccessors();
#endif

            // Make sure BurstRuntime is initialized
            BurstRuntime.Initialize();

            // Schedule upfront compilation of all methods in all assemblies,
            // with the goal of having as many methods as possible Burst-compiled
            // by the time the user enters PlayMode.
            if (!EditorApplication.isPlayingOrWillChangePlaymode)
            {
                MaybeTriggerEagerCompilation();
            }

#if UNITY_2020_1_OR_NEWER
            // Can't call Menu.AddMenuItem immediately, presumably because the menu controller isn't initialized yet.
            EditorApplication.CallDelayed(() => CreateDynamicMenuItems());
#endif
        }